2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
23 * related information and legal notices. It is expected that any future
24 * projects/authors will amend these files as needed.
28 * prepare.c: Perform prelimiary updates of sectors
30 * Known contributors to this file:
32 * Thomas Ruschak, 1992
55 extern float levels[MAXNOC][4];
58 prepare_sects(int etu, int *bp)
60 register struct sctstr *sp;
62 int n, civ_tax, uw_tax, mil_pay;
64 memset(levels, 0, sizeof(levels));
66 /* Process all the fallout. */
68 if (!player->simulation) {
69 /* First, we determine which sectors to process fallout in */
70 for (n = 0; NULL != (sp = getsectid(n)); n++) {
71 if (getvar(V_FALLOUT, (s_char *)sp, EF_SECTOR))
76 /* Next, we process the fallout there */
77 for (n = 0; NULL != (sp = getsectid(n)); n++)
80 /* Next, we spread the fallout */
81 for (n = 0; NULL != (sp = getsectid(n)); n++)
83 spread_fallout(sp, etu);
84 /* Next, we decay the fallout */
85 for (n = 0; NULL != (sp = getsectid(n)); n++)
86 if (getvar(V_FALLOUT, (s_char *)sp, EF_SECTOR))
87 decay_fallout(sp, etu);
90 for (n = 0; NULL != (sp = getsectid(n)); n++) {
93 if (sp->sct_type == SCT_WATER)
95 fill_update_array(bp, sp);
96 np = getnatp(sp->sct_own);
99 if (np->nat_stat & STAT_SANCT)
100 logerror("Prepare.c: country in sanctuary skipped production");
103 if (!(np->nat_stat & STAT_SANCT)) {
105 do_plague(sp, np, etu);
106 tax(sp, np, etu, &pops[sp->sct_own], &civ_tax, &uw_tax,
108 np->nat_money += civ_tax + uw_tax + mil_pay;
109 if (sp->sct_type == SCT_BANK)
110 np->nat_money += bank_income(sp, etu);
113 for (n = 0; NULL != (np = getnatp(n)); n++) {
114 np->nat_money += upd_slmilcosts(np->nat_cnum, etu);
119 tax(struct sctstr *sp, struct natstr *np, int etu, long *pop, int *civ_tax,
120 int *uw_tax, int *mil_pay)
127 if (getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR) <= 0)
130 if (!player->simulation)
131 populace(np, sp, vec, etu);
132 *civ_tax = (int)(0.5 + vec[I_CIVIL] * sp->sct_effic *
133 etu * money_civ / 100);
135 * captured civs only pay 1/4 taxes
137 if (sp->sct_own != sp->sct_oldown)
138 *civ_tax = *civ_tax / 4;
139 *uw_tax = (int)(0.5 + vec[I_UW] * sp->sct_effic *
140 etu * money_uw / 100);
141 *mil_pay = vec[I_MILIT] * etu * money_mil;
144 * only non-captured civs add to census for nation
146 if (sp->sct_oldown == sp->sct_own)
147 *pop += vec[I_CIVIL];
151 upd_slmilcosts(natid n, int etu)
160 for (i = 0; NULL != (sp = getshipp(i)); i++) {
161 if (!sp->shp_own || sp->shp_own != n)
163 if ((mil = getvar(V_MILIT, (s_char *)sp, EF_SHIP)) > 0)
166 for (i = 0; NULL != (lp = getlandp(i)); i++) {
167 if (!lp->lnd_own || lp->lnd_own != n)
169 if ((mil = getvar(V_MILIT, (s_char *)lp, EF_LAND)) > 0)
172 mil_pay = totalmil * etu * money_mil;
177 bank_income(struct sctstr *sp, int etu)
181 if (getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR) <= 0)
184 return (int)(vec[I_BAR] * etu * bankint * sp->sct_effic / 100);